jnemargut/flowchart-kit/low-fi-think
Claude Code and agent skill by jnemargut/flowchart-kit
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Checking that the SKILL.md file is still in the repository.
Think a product problem through with low-fi artifacts instead of prose. Reads the ask (Jira tickets, docs, Slack threads, links), works out what kind of thinking it needs, and builds connected storyboards, wireframes and a flowchart board with the Storyboard, Wireframe and Flowchart kits. Use when the user wants to rethink, make sense of, explore or push back on a request ("the PM wants X", "here are the Jiras"), work through a messy problem, compare options, or prepare something to bring back to a stakeholder, even if they don't name a kit.
Install
npx vskill@latest install jnemargut/flowchart-kit/low-fi-thinkSKILL.md
Thinking it through, low-fi
The designer brings you a problem, usually someone else's ask: "The PM wants me to do X, I need to rethink it, here are a couple of Jiras." Your job is to help them think, the way a good design partner with a marker would: read everything, then show your understanding as low-fi artifacts they can react to, poke at and present. Not an essay. The artifacts are the conversation.
You do this with up to three kits, each its own skill:
| Kit | What it's for | Skill folder | |
|---|---|---|---|
| Storyboard Kit | A person's real day around the product: where it helps, where they route around it | ../storyboard/ | |
| Wireframe Kit | Screens and the flow between them | ../wireframe/ | |
| Flowchart Kit | The canvas: flows, decisions, stickies, links, and cards showing the other two; frames become slides | ../flowchart/ |
The folders are relative to this skill's folder (${CLAUDE_SKILL_DIR}). Before you write a kit's file, read that kit's SKILL.md and follow it: its vocabulary, its checks, its craft notes. This skill is the plan; theirs are the how.
0. See what's installed
It prints each installed kit, where its docs are, and a shell function for each (sb() { node "…" "$@"; }). Define those functions in your shell and use sb, wf and fc like commands. Use functions, not variables (SB="node …"; $SB breaks in zsh). If each of your commands runs in a fresh shell, start each one with the function lines you need. If a kit is missing, work without it (see "When a kit isn't there") and tell the designer which one would help.
1. Gather
Read everything the designer pointed at, with whatever tools you have: a Jira or Linear MCP or CLI for tickets (and their linked tickets, comments and acceptance criteria), docs and wikis, Slack threads, Figma links, web pages, and data (a CSV, an analytics export, survey results, a number someone quoted in the thread). Also look in the working folder for existing storyboards, wireframes and boards (fc cards lists them).
If you can't open something, say which link and ask them to paste it. Don't guess what a ticket says. Keep each source's real address (the Jira URL, the doc link) for its link card on the board; if a ticket only exists as a file the designer gave you, point at the file ("url": "./tickets/PAY-218.md").
Pull out, privately, before drawing anything:
- The ask: what's being requested, in the requester's words.
- The why: the problem or goal behind it, stated or implied.
- Who it's for, and the moment in their day it touches.
- Constraints: dates, platforms, dependencies, things already decided.
- The numbers, if any: what's measured, how big, how sure. Work them out with code, never by eye, and never
make one up. A claim with no number behind it ("people hate the timer") is a gap, not a fact.
- Gaps: what's missing, vague or contradictory. These become the questions to bring back.
- The designer's own doubt: "rethink" usually means they suspect the ask solves the wrong thing. Find where.
2. Diagnose: what kind of thinking does this need?
| If the open question is… | Reach for | |
|---|---|---|
| Is this a real problem? What actually happens to people today? | Storyboard of the current experience | |
| What would the experience be? What do people see and tap? | Wireframes of the key screens and flow | |
| What are the paths, branches, edge cases, options? Where does it break? | Flowchart: flows with decisions | |
| Too many ideas, notes and unknowns to hold in your head | Board of stickies grouped into frames | |
| Which of several directions? | Flowchart frames, one per option, each with the cards that show it | |
| Something to bring back to the PM or the team | A board with frames in story order: it presents as slides | |
| Where do we even start? (a new project, a vague brief) | Kickoff frame: problem, who, decided, unknowns, success | |
| What did the research actually say? | Findings: themed stickies, then a storyboard in people's own words | |
| How do others do this? | Teardown: their screens as image cards, a row per product | |
| What do the numbers say? (a CSV, analytics, survey counts, a metric someone quoted) | Data story: two or three rough charts, each with its takeaway | |
| What has to happen behind the scenes for this to work? | Service blueprint: lanes for person, product, staff, systems | |
| What screens exist and how do they connect? | Site map: every screen as a tree, top down | |
| What's the smallest version worth building? | Scope cut: now / next / later, smallest version wireframed | |
| What could make this fail? | Assumptions and risks, ranked, with a quick test for the top ones | |
| Will people get it? | Usability test plan: a clickable flow, tasks, what to watch | |
| Why change anything? | Before and after: today's storyboard beside the proposed one | |
| What should it look and feel like? (only when asked about look, feel or visual style) | Visual direction: a moodboard |
Most rethinks need two or three of these, tied together on one board. Pick the smallest set that answers the actual question. One sharp storyboard beats three half-done artifacts.
3. Say the plan in a breath, then go
Tell the designer in two or three lines what you'll make and why, for example:
I'll storyboard what people do today when an order runs late (that's where I think the ticket's fix misses),sketch the two screens the ticket asks for, and put both on a board next to an alternative and the questionsI'd ask before building anything.
Then start. Don't wait for approval unless they asked you to, or you genuinely can't tell what they want. Ask at most one question up front; everything else becomes a pink sticky on the board.
4. Build, in order, in one folder
Make a folder named for the topic (late-orders/) and keep every file in it, so cards can point at each other with short relative paths. Storyboards and wireframes feed each other, so go in this order:
- Storyboard, rough (if used): the person's day today, before the product's change. 5 to 8 panels, with the
moment the ask is about in the middle. Leave phones generic ("device": "phone") for now.
- Wireframes (if used), one file per flow:
today.wireframe.json: only the screens the storyboard needs to show what people see today (often one or
two). Skip it if a generic screen tells the story.
ask.wireframe.json: the screens the request implies.option-b.wireframe.jsonand so on: one file per option you sketch, even if it's a single screen.
wf validate each, then wf render <file> so every screen has a picture.
- Storyboard, wired: point its phones at the real screens (
"screen": "./today.wireframe.json#status"),
then sb validate and sb critique, and fix what makes it truer.
- The board (almost always):
<topic>.flowchart.json. This is what the designer opens and presents. It has
to make sense to someone who wasn't there: they open it, they know what it's saying in ten seconds, and the rest backs that up. A pile of notes doesn't do that. So, whatever the recipe:
- Say the answer first. The first frame's
descriptionsays what you found, in a sentence or two
("Probably not. People don't mind late returns. They stop lending when tools come back broken."). Under it, two or three notes at most: what it would cost, what you'd try first, where it comes from.
- Every frame has a title that says something, and a `description` (a plain sentence or two: what this
frame shows). The title is a short sentence ("People don't mind late returns"), not a topic ("Research"). Someone reading only the titles should get the whole story.
- Notes go in columns under headings, never in a pile: a short
textheading, then its stickies, then the
next heading. Colors mean the same thing everywhere: yellow is what you found, gray is a guess or something parked, pink is a question, a worry or a cost, blue is an idea, green is what works. Keep them in separate columns. A source goes in the frame it backs up, as a link card (for a file the designer gave you, a relative path if it's in the folder, otherwise its full path).
- A note about a step goes next to that step with
near. - End with what happens next: what you'd do, what someone has to decide, the questions still open.
- `present` lists the frames in the order you'd tell it (they get numbered on the canvas). Lay them out
in rows of two or three, like a comic, so the whole board fits on a screen: the first row left to right ("near": ["right of", …]), then the fourth frame "near": ["below", "<the first frame>"] and on to its right. Five or six frames is plenty: if the list below gives you more, put small things together (two options in one frame) or leave some out.
- Plain words everywhere (see "Write it plainly" below). This matters most on titles and descriptions,
because they're what gets read first.
Default frames, in story order (drop the ones you don't need):
- The answer: its title is the question or what you found, its description answers it, and it has one or
two stickies.
- The ask: a
linkcard per ticket or doc ("url"), the requirements as yellow stickies, the "why" as
text. Faithful to the source: this frame is the requester's view, not yours. Its description says what they're asking for and why, in their terms.
- What actually happens: the storyboard as cards (the whole board, or the 2 or 3 panels that matter), linked
in order, with stickies where it hurts and a frown stamp on the worst moment. If there's data on how often it happens, one rough chart beside the panel it's about: the panel shows why, the chart shows how many.
- The ask, as a flow: steps and decisions of what's being requested, with wireframe screens as cards. Mark
where it breaks: a red stroke on the step, a pink sticky beside it saying why.
- Options (2 or 3 at most): one frame each if they're big, together in one frame if they're small. Each a short flow, its key screen as a card, and a green sticky for
what it gets right, a pink one for what it costs. A star stamp on the one you'd pick, if you'd pick one.
- Questions for the PM: pink stickies, each one answerable. Assumptions you made: gray stickies starting with
"Assuming…". Place frames by relation ("near": ["right of", "ask"]), set present to the story order, and give each frame a description and notes (what to say when it's on screen). fc validate, then fc critique and fix what it finds (it checks the board reads on its own), then fc render and look at the PNG (and fc render <file>#<frame id> for a close look at one frame): read only the frame titles and descriptions, in order, out loud in your head. If that doesn't tell the whole story, or it doesn't sound like a person talking, rewrite them until it does. Then fix anything crowded, cut off or confusing.
Charts are rough on purpose: one per point, two or three numbers that matter, highlight on the one to look at, and a sticky with the takeaway beside it. A dashboard of charts is a sign you haven't found the point yet.
Stamps, colors and emphasis carry meaning, not decoration: teal ("product": true) only where the product shows up, red for where it breaks, a cursor stamp where someone taps, bold for the one word that matters.
This is the start of the file. Read the full SKILL.md on GitHub.
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